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On September 15 2012 05:30 monkybone wrote:Show nested quote +On September 15 2012 05:28 SarcasmMonster wrote:On September 15 2012 05:26 monkybone wrote:On September 15 2012 04:51 SarcasmMonster wrote:Give  a mech spell caster  It also has an ability to place (nerfed) Widow Mines, so you don't need to build them from your factory. We already have one, it's called the Thor, and the fact that it is a caster is one of the reasons that it is useless. I refuse to acknowledge the Thor as a mech spellcaster. Point is, spellcasters get feedbacked.
Spellcasters get emp'd. Doesn't stop them from being useful if designed correctly.
Especially a mech spellcaster which are under protection from 13-range Siege tanks vs 9-range feedback. If still manages to land feedbacks against a mech army, then congrats, good play.
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Terran will never go pure mech when marines are such a good unit. They need it to protect the warhounds against air.
Mocore move so slowly- some pro mentioned it should get a speed buff when moving over pylons or energy fields[warp prism]
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On September 15 2012 04:46 Sroobz wrote:Show nested quote +On September 15 2012 04:45 EleanorRIgby wrote: they brought the carrier back in they should have brought the goliath back i think it would fit in great with sc2 mech It's what EVERY terran player wants, and won't do anything drastic to any matchup.
What they need is a Goliath-esq unit with a twist.
Smoke Screen: A ground LOS blocker spell, even blocks vision from air units. Air units can still attack other air units above the smoke. If a ground unit is in the Smoke, then that unit gets vision. Some of it's perks is that if the Chargelots can see the tanks, their charge ability can't activate. Woot Woot.
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On September 15 2012 05:21 SarcasmMonster wrote:Show nested quote +On September 15 2012 05:16 The KY wrote:On September 15 2012 05:15 SarcasmMonster wrote: More Widow Mine buffs please. Aw yiss. Seeing how successful the Carrier+Warhound threads are, maybe it's time to start a 1-supply Widow Mine thread.
I dont see any other option:/
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On September 15 2012 03:09 heyoka wrote: I'm really glad Blizzard is willing to look a things like the Warhound and take them out for now if necessary, but a little confused as to how it made it this far to begin with.
It made it this far so they could a) make the people that like new units happy because it was already in and, b) remove the unit so blizz would get +1 valve points for listening to the community.
Simply, really.
They planned on getting rid of it anyway, but they may as well get everyone to agree with them first and then take it out. That way everyone thinks it was their idea and not blizzard's.
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The thing I liked most about HotS was being able to get a mothership before 12 mins in, and having energy for vortex. Sad to see the change, even if needed.
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warhound ...LOLOL!!!!! oh my goodness.
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It's clear as day to see that Protoss is the Center of Attention for Blizzard Creativitiy team...They get all the cool shit and have their Abilities Reworked when complained about while the Terran Units get straight up removed from the game without any Nerfs or Experiments
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i'm excited :D i'm so glad the testers are giving great feedback, and blizz is really doing their best to help balance everything, even though it's still very early in the first phase of this test .
the warhound change is awesome, i hope the terrans get something very unique and useful in its place sometime in the future.
swarm host fix was needed for sure. and of course, the carrier remaining in the game is a freaking awesome decision in my mind !!!
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On September 15 2012 05:28 Havik_ wrote:Show nested quote +On September 15 2012 05:18 BadAim wrote: Well well, the Terran nerf hammer hits us again... Why dont they just remove stim?! Think of it this way, you had to be OP in order to get nerfed :p No, it just has to be Terran.
Though I admit the warhound needed to be nerfed/changed. But Terran NEEDS it or something like it.
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On September 15 2012 05:34 monkybone wrote:Show nested quote +On September 15 2012 05:32 trbot wrote:On September 15 2012 05:24 Rah wrote:On September 15 2012 05:13 trbot wrote: As for goliaths, they overlap too much with vikings. Tank goliath battle hellion viking will be too universally strong versus ground and air alike. uh, no shit, it should be. That army would take so long to build up.. vikings and goliath take gas from tanks you know? Even then it would still come down to positional play with tanks involved, and if you lose an army gl building it back up. That's mech. mech should be formidable and difficult to break. it shouldn't be impossible to break. think of broodlord infestor corruptor. it's essentially equivalent of mech for zerg, but while it's formidable and difficult to break, it's not impossible. if you have mass tank, air is the only viable response. (i challenge you to crash any 200/200 protoss army into mass tank. the result isn't even close.) then, if you have an abundance of anti-air weaponry, the fight is just hopeless. i'm only speculating, since we haven't seen how it would play out, but it sounds like a bad idea to me. i could be wrong. Mech gets broken all the time, just watch the gumiho vs polt games in the gsl yesterday. Gumiho showcases the beauty of mech, and polt shows how to break it, without air. In fact, it's the meching player who needs air, namely ravens, to withstand marauders.
Notice how I talked about a 200/200 protoss army...
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Terran HotS unit gets nerfed (well actually just removed) even before game comes out :-O Cant wait for the new game....we get a whole new unit....The battle helion (which is actually just a helion with more HP and has some spray action.) Wow...Cant...wait.
That's it I'm race switching to protoss. CARRIER HAS ARRIVED (GL to terrans late game hahahaha!).
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United Kingdom20282 Posts
It's clear as day to see that Protoss is the Center of Attention for Blizzard Creativitiy team...They get all the cool shit and have their Abilities Reworked when complained about while the Terran Units get straight up removed from the game without any Nerfs or Experiments
Because the carrier got so many balance changes before being removed even though it was almost universally loved
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On September 15 2012 05:36 monkybone wrote:Show nested quote +On September 15 2012 05:33 SarcasmMonster wrote:On September 15 2012 05:30 monkybone wrote:On September 15 2012 05:28 SarcasmMonster wrote:On September 15 2012 05:26 monkybone wrote:On September 15 2012 04:51 SarcasmMonster wrote:Give  a mech spell caster  It also has an ability to place (nerfed) Widow Mines, so you don't need to build them from your factory. We already have one, it's called the Thor, and the fact that it is a caster is one of the reasons that it is useless. I refuse to acknowledge the Thor as a mech spellcaster. Point is, spellcasters get feedbacked. Spellcasters get emp'd. Doesn't stop them from being useful if designed correctly. Especially a mech spellcaster which are under protection from 13-range Siege tanks vs 9-range feedback. If  still manages to land feedbacks against a mech army, then congrats, good play. Feedback drains HP, that's the problem. The spell doesn't matter. And there's no problem at all feedbacking Thors vs a meching Terran, even if he goes siege tanks. By your logic a marine tank army should never get fungaled if properly controlled.
This is why I'm confused.
Your argument: Mech spellcaster impossible because feedback makes it useless because it drains HP.
But Marine-Tank is viable even though Fungal is in the game?
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On September 15 2012 05:39 monkybone wrote:Show nested quote +On September 15 2012 05:37 trbot wrote:On September 15 2012 05:34 monkybone wrote:On September 15 2012 05:32 trbot wrote:On September 15 2012 05:24 Rah wrote:On September 15 2012 05:13 trbot wrote: As for goliaths, they overlap too much with vikings. Tank goliath battle hellion viking will be too universally strong versus ground and air alike. uh, no shit, it should be. That army would take so long to build up.. vikings and goliath take gas from tanks you know? Even then it would still come down to positional play with tanks involved, and if you lose an army gl building it back up. That's mech. mech should be formidable and difficult to break. it shouldn't be impossible to break. think of broodlord infestor corruptor. it's essentially equivalent of mech for zerg, but while it's formidable and difficult to break, it's not impossible. if you have mass tank, air is the only viable response. (i challenge you to crash any 200/200 protoss army into mass tank. the result isn't even close.) then, if you have an abundance of anti-air weaponry, the fight is just hopeless. i'm only speculating, since we haven't seen how it would play out, but it sounds like a bad idea to me. i could be wrong. Mech gets broken all the time, just watch the gumiho vs polt games in the gsl yesterday. Gumiho showcases the beauty of mech, and polt shows how to break it, without air. In fact, it's the meching player who needs air, namely ravens, to withstand marauders. Notice how I talked about a 200/200 protoss army... It seemed like you were talking about mech in general, having a protoss army as an example.
I was. But my claim about battle hellion, goliath, viking, tank being potentially OP might not be justified by just any example you can come up with. That's like me saying if you have an 80lb bodyguard, and you're attacked by three men, he'll have trouble fighting them off, and you responding that it's not an issue, since a 300lb bodyguard can take care of that ez-mode.
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I really like this patch. Not only the changes themselves, but it shows that Blizzard is truly willing to listen to the community, and do drastic balance changes while it's still in beta to achieve the best game possible.
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